﻿/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
 * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
 * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//using UnityEngine.Playables;

namespace Spine.Unity.Playables {

	public delegate void SpineEventDelegate (Spine.Event e);

	/// <summary>Base class for Spine Playable Handle components, commonly for integrating with UnityEngine Timeline.</summary>
	public abstract class SpinePlayableHandleBase : MonoBehaviour {
		
		/// <summary>Gets the SkeletonData of the targeted Spine component.</summary>
		public abstract SkeletonData SkeletonData { get; }

		public abstract Skeleton Skeleton { get; }

		/// <summary>MixerBehaviour ProcessFrame method handler.</summary>
		/// <returns>Returns true if a playable was applied previously</returns>
		//public abstract void ProcessFrame (Playable playable, FrameData info, SpineAnimationMixerBehaviour mixer);

		/// <summary>Subscribe to this to handle user events played by the Unity playable</summary>
		public event SpineEventDelegate AnimationEvents;

		public virtual void HandleEvents (ExposedList<Event> eventBuffer) {
			if (eventBuffer == null || AnimationEvents == null) return;
			for (int i = 0, n = eventBuffer.Count; i < n; i++)
				AnimationEvents.Invoke(eventBuffer.Items[i]);
		}

	}
}

